﻿using UnityEditor;
using UnityEngine;

namespace CustomRP.Editor
{
    [CustomEditorForRenderPipeline(typeof(Light), typeof(MyFirstPipelineAsset))]
    public class CustomLightEditor : LightEditor
    {
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            if (!settings.lightType.hasMultipleDifferentValues &&
                (LightType) settings.lightType.enumValueIndex == LightType.Spot)
            {
                settings.DrawInnerAndOuterSpotAngle();
                settings.ApplyModifiedProperties();
            }

            if (settings.lightType.hasMultipleDifferentValues)
            {
                int a = 0;
                a++;
                
            }
        }
    }
}